Big improvement in the purchasing costs and carrying capacities in version 1.2.
However some of the statistics are still insanely high in comparison to the japan set.
Example:
Running on japan set parameters 0 0 2 1
In 1945 (arbitrary date chosen) the 52 Series EMU from the Japan Set has a max speed of 68mph. Each single unit can carry 40 passengers, has 300hp and 110kn and has a running cost of $5,906 per year.
In comparison, from TIAS, the 300/400 1st Type (2 cars) has a max speed of 63mph.
Each double unit can carry 160 passengers (still quite high for 2 units of space. should be more like 100 give or take a few passengers, but liveable. general guide: at this capacity setting for japan set, each unit carries between 40 and 60 passengers).
However, considering the current cargo capacity, 160 charachters, equivalent to 4 units of the 52 series in capacity, even if it had the 1200hp of the 52 series a balanced running cost would be no more than about $24,000 (ie equivalent of 4 units x approx. $6k = $24). Instead it costs $157,000 to run for a year. over 6 times as much as balance should suggest.
Now, taking into account that the 300/400 only has 400hp and not 1200, and that it is 5mph slower, this would suggest a running cost LOWER than $24k for a year, say $18-19k ish.
If you were to reduce this to match the overall capacity scale of japan set, than it would hold say 50 passengers ish per unit resulting in 100 which is 5/8 as profitable so 5/8 as expensive to run. Tis would again reduce the required running cost to about about $12,000 to run in a year.
At the moment, $157k to run in a year means that you simply can't make a profit on it. Infact if you purchased one in your first game year, you would easily be bankrupt within 10 years, as running cost alone would have depleted your potential loan allocation and terminated your business
.
Summary:
-Currently still calls the set alpha 1.1 in the grf menu.
-Purchasing costs are fine atm. Well within norms. They are lower than those of the japan set, but within acceptable boundaries, so this is fine for the moment.
-Passenger capacity could still do with tweaking for longer units. Guideline:
When parameter 4 of japan set is set to the following, japan set's carriages hold...
0,1 or 2 - 40-60 per unit.
10,11 or 12 - 50-75 per unit.
20,21 or 22 - 60-90 per unit.
30,31 or 32 - 70-105 per unit.
(stats taken directly from japan set readme/in came observation)
-Running costs are still insane. Here are some general approx. examples for vehicle speed for DMU's at each cost level for 40 passenger volume:
Japan Set Param. 3 ------------ ~40mph -------------- ~60mph --------------- ~80mph
_______0_________________~$3k___________~$4.5k__________~$6k
_______1_________________~$2k___________~$2.5k__________~$3k
_______2_________________~$3k___________~$4.5k__________~$6k
_______3________________~$7.5k__________~$10k__________~$12k
_______4________________~$15k___________~$20k__________~$24k
_______5________________~$30k___________~$40k__________~$48k <Prices your vehicles cost to runusing parameter setting 0 or 2.
Note: In the readme for the set, it states that 0 is "very low" and 3 is "very high" when experimenting with version 2.1a i found that this is not the case, and that 0 simply defaults to "normal" and that 1,2,3,4 and 5 seem to be the cost settings. It's as though the set was modified to have "normal" be the default when set to 0.
It is as though you have created the default costs of the set to be those like you are accustomed to playing with ie the "insane" setting number 5, when you should actually be making them equal to those of the default parameter setting of 2. These should then be "scaled up" automatically by the japan set for the higher parameter values.
My suggestion in order to make the set playable for the time being, is to drop all cargo capacities by approx. 40%, and then reduce all of oyur runing costs to 6% of their current value.
Good luck, and looking forward to testing the next version.